7 light0.Direction =
new Vector3(-0.5265408f, -0.5735765f, -0.6275069f);
8 light0.DiffuseColor =
new Vector3(1f, 0.9607844f, 0.8078432f);
9 light0.SpecularColor =
new Vector3(1f, 0.9607844f, 0.8078432f);
10 light0.Enabled =
true;
11 light1.Direction =
new Vector3(0.7198464f, 0.3420201f, 0.6040227f);
12 light1.DiffuseColor =
new Vector3(82f / 85f, 0.7607844f, 0.4078432f);
14 light1.Enabled =
true;
15 light2.Direction =
new Vector3(0.4545195f, -0.7660444f, 0.4545195f);
16 light2.DiffuseColor =
new Vector3(0.3231373f, 0.3607844f, 0.3937255f);
17 light2.SpecularColor =
new Vector3(0.3231373f, 0.3607844f, 0.3937255f);
18 light2.Enabled =
true;
19 return new Vector3(0.05333332f, 0.09882354f, 0.1819608f);
35 SetFogVector(ref worldView, fogStart, fogEnd, fogVectorParam);
49 if (fogStart == fogEnd)
54 float num = 1f / (fogStart - fogEnd);
56 value.X = worldView.M13 * num;
57 value.Y = worldView.M23 * num;
58 value.Z = worldView.M33 * num;
59 value.W = (worldView.M43 + fogStart) * num;
70 worldInverseTransposeParam.
SetValue(result2);
76 eyePositionParam.
SetValue(result3.Translation);
87 value.X = diffuseColor.X * alpha;
88 value.Y = diffuseColor.Y * alpha;
89 value.Z = diffuseColor.Z * alpha;
92 value2.X = (emissiveColor.X + ambientLightColor.X * diffuseColor.X) * alpha;
93 value2.Y = (emissiveColor.Y + ambientLightColor.Y * diffuseColor.Y) * alpha;
94 value2.Z = (emissiveColor.Z + ambientLightColor.Z * diffuseColor.Z) * alpha;
101 value3.X = (diffuseColor.X + emissiveColor.X) * alpha;
102 value3.Y = (diffuseColor.Y + emissiveColor.Y) * alpha;
103 value3.Z = (diffuseColor.Z + emissiveColor.Z) * alpha;
static Vector3 EnableDefaultLighting(DirectionalLight light0, DirectionalLight light1, DirectionalLight light2)
static void SetMaterialColor(bool lightingEnabled, float alpha, ref Vector3 diffuseColor, ref Vector3 emissiveColor, ref Vector3 ambientLightColor, EffectParameter diffuseColorParam, EffectParameter emissiveColorParam)
static void SetFogVector(ref Matrix worldView, float fogStart, float fogEnd, EffectParameter fogVectorParam)
static EffectDirtyFlags SetLightingMatrices(EffectDirtyFlags dirtyFlags, ref Matrix world, ref Matrix view, EffectParameter worldParam, EffectParameter worldInverseTransposeParam, EffectParameter eyePositionParam)
static EffectDirtyFlags SetWorldViewProjAndFog(EffectDirtyFlags dirtyFlags, ref Matrix world, ref Matrix view, ref Matrix projection, ref Matrix worldView, bool fogEnabled, float fogStart, float fogEnd, EffectParameter worldViewProjParam, EffectParameter fogVectorParam)
unsafe void SetValue(Texture value)
static Matrix Invert(Matrix matrix)
static Matrix Multiply(Matrix matrix1, Matrix matrix2)
static Matrix Transpose(Matrix matrix)